Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling?
Basically class renderBounds and class physBounds versus class boundingVolume?
Each ...

I'm creating a Managed DirectX 9 application using SlimDX. I'm trying to utilize occlusion queries in order to cull non-visible geometry found in the scene. The problem I'm having relates to SlimDX's ...

This is more a conceptional (approach) question then the search for an implemented solution, since I was unable to find proper hints via google or similar.
The problem is as follows:
Given you have ...

First off, I own Unity Pro.
I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...

After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below.
...

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...

(Here I eat my words on Meta about posting Unity questions on Unity Answers... since that site is less responsive than this one.)
Unity provides cell-based Occlusion Culling (via Umbra, I believe). ...

Problem
Imagine that we have a 2D uniform grid of dimensions N x N. For this grid we have also pre-computed a visibility look-up table, e.g. with DDA, which answers the boolean query is cell X visible ...

Imagine a 3D sandbox game like Minecraft with third-person isometric graphics. If the camera only moves in two dimensions, and doesn't rotate, then a large portion of the world will always be occluded ...